Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Improving performance with LOD groups


Optimization principal 5: Minimize the number of draw calls.

Detailed geometry and high-resolution texture maps can be a double-edged sword: they can deliver a better visual experience, but they can impact negatively on the game's performance. LOD groups address this issue by replacing high-quality objects by simplified versions whenever that object takes up a smaller portion of the screen than necessary for a high-quality version to make a significant difference.

In this recipe, we will use a LOD group to create a game object featuring two different levels of detail: a high-quality version for whenever the object takes up more than 50 percent of the screen and a low-quality version for the times it takes up less than that amount. We would like to thank Carl Callewaert, from Unity, for his demonstration of the LOD Group functionality, which has informed this recipe in many ways.

Getting ready

For this recipe, we have prepared two prefabs for the high- and...